Add in mob following for cows
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fcfd6b9d19
commit
ed9d629b99
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@ -265,8 +265,6 @@ function mobs:register_mob(name, def)
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env_damage_timer = 0,
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tamed = false,
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pause_timer = 0,
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horny = false,
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hornytimer = 0,
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gotten = false,
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health = 0,
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reach = def.reach or 3,
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@ -298,7 +296,6 @@ function mobs:register_mob(name, def)
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owner_loyal = def.owner_loyal,
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facing_fence = false,
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_cmi_is_mob = true,
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pushable = def.pushable or true,
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@ -331,6 +328,12 @@ function mobs:register_mob(name, def)
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skittish = def.skittish,
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lifetimer_reset = 30, --30 seconds
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lifetimer = 30, --30 seconds
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breedable = def.breedable,
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breed_timer = 0,
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breed_cooloff_timer = 5*60, -- 5 minutes
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bred = false,
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follow_distance = def.follow_distance or 2,
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--end j4i stuff
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-- MCL2 extensions
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@ -6,6 +6,7 @@ local math_round = math.round
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local vector_multiply = vector.multiply
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local vector_add = vector.add
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local vector_new = vector.new
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local vector_distance = vector.distance
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local minetest_yaw_to_dir = minetest.yaw_to_dir
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local minetest_get_item_group = minetest.get_item_group
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@ -67,7 +68,8 @@ local land_state_list_wandering = {"stand", "walk"}
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local land_state_switch = function(self, dtime)
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--do math after sure not attacking or running away
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--do math before sure not attacking, following, or running away so continue
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--doing random walking for mobs if all states are not met
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self.state_timer = self.state_timer - dtime
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--only run away
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@ -76,18 +78,27 @@ local land_state_switch = function(self, dtime)
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if self.run_timer > 0 then
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return
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end
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--continue
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end
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--ignore everything else if following
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if mobs.check_following(self) then
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self.state = "follow"
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return
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--reset the state timer to get the mob out of
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--the follow state - not the cleanest option
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--but the easiest
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elseif self.state == "follow" then
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self.state_timer = 0
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end
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--only attack
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if self.hostile and self.attacking then
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self.state = "attack"
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return
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end
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--if finally reached here then do random wander
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if self.state_timer <= 0 then
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self.state_timer = math.random(4,10) + math.random()
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self.state = land_state_list_wandering[math.random(1,#land_state_list_wandering)]
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@ -103,6 +114,16 @@ local land_state_execution = function(self,dtime)
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return
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end
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--cool off after breeding
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if self.breed_timer and self.breed_timer > 0 then
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self.breed_timer = self.breed_timer - dtime
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--do this to skip the first check, using as switch
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if self.breed_timer <= 0 then
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self.breed_timer = nil
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end
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end
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local pos = self.object:get_pos()
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local collisionbox = self.object:get_properties().collisionbox
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--get the center of the mob
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@ -145,6 +166,24 @@ local land_state_execution = function(self,dtime)
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mobs.lock_yaw(self)
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elseif self.state == "follow" then
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mobs.set_yaw_while_following(self)
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local distance_from_follow_person = vector_distance(self.object:get_pos(), self.following_person:get_pos())
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if self.follow_distance < distance_from_follow_person then
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mobs.set_mob_animation(self, "run")
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mobs.set_velocity(self,self.run_velocity)
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if mobs.jump_check(self) == 1 then
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mobs.jump(self)
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end
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else
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mobs.set_mob_animation(self, "stand")
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mobs.set_velocity(self,0)
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end
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elseif self.state == "walk" then
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self.walk_timer = self.walk_timer - dtime
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@ -697,7 +736,7 @@ mobs.mob_step = function(self, dtime)
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end
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--despawn mechanism
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--don't despawned tamed mobs
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--don't despawned tamed or bred mobs
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if not self.tamed and not self.bred then
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self.lifetimer = self.lifetimer - dtime
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if self.lifetimer <= 0 then
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@ -213,4 +213,26 @@ mobs.handle_explosion_animation = function(self)
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visual_size_modified.y = visual_size_modified.y * explosion_timer_adjust
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self.object:set_properties({visual_size = visual_size_modified})
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end
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--this is used when a mob is following player
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mobs.set_yaw_while_following = function(self)
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if self.object:get_properties().automatic_face_movement_dir then
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self.object:set_properties{automatic_face_movement_dir = false}
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end
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--turn positions into pseudo 2d vectors
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local pos1 = self.object:get_pos()
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pos1.y = 0
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local pos2 = self.following_person:get_pos()
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pos2.y = 0
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local new_direction = vector_direction(pos1,pos2)
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local new_yaw = minetest_dir_to_yaw(new_direction)
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self.object:set_yaw(new_yaw)
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self.yaw = new_yaw
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end
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@ -0,0 +1,33 @@
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--check to see if someone nearby has some tasty food
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mobs.check_following = function(self) -- returns true or false
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--ignore
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if not self.follow then
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self.following_person = nil
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return(false)
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end
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--hey look, this thing works for passive mobs too!
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local follower = mobs.detect_closest_player_within_radius(self,true,self.view_range,self.eye_height)
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--check if the follower is a player incase they log out
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if follower and follower:is_player() then
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local stack = follower:get_wielded_item()
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--safety check
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if not stack then
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self.following_person = nil
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return(false)
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end
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local item_name = stack:get_name()
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--all checks have passed, that guy has some good looking food
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if item_name == self.follow then
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self.following_person = follower
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return(true)
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end
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end
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--everything failed
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self.following_person = nil
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return(false)
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end
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@ -6,7 +6,7 @@ local minetest_settings = minetest.settings
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mobs.mob_staticdata = function(self)
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--despawn mechanism
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--don't despawned tamed mobs
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--don't despawned tamed or bred mobs
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if not self.tamed and not self.bred then
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if not mobs.check_for_player_within_area(self, 64) then
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--print("removing SERIALIZED!")
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@ -50,13 +50,13 @@ local cow_def = {
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},
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follow = mobs_mc.follow.cow,
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on_rightclick = function(self, clicker)
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if mobs:feed_tame(self, clicker, 1, true, true) then
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return
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end
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--if mobs:feed_tame(self, clicker, 1, true, true) then
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--return
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--end
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if self.child then
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return
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end
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--if self.child then
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-- return
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--end
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local item = clicker:get_wielded_item()
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if item:get_name() == mobs_mc.items.bucket and clicker:get_inventory() then
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@ -74,6 +74,8 @@ local cow_def = {
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return
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end
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end,
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breedable = true,
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follow_distance = 2,
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follow = mobs_mc.items.wheat,
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view_range = 10,
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fear_height = 4,
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